]> de.git.xonotic.org Git - xonotic/xonotic-data.pk3dir.git/blobdiff - qcsrc/common/weapons/weapon/hagar.qc
Merge branch 'terencehill/minplayers_per_team' into 'master'
[xonotic/xonotic-data.pk3dir.git] / qcsrc / common / weapons / weapon / hagar.qc
index be95d5dde2a3650367840715bf865565d1d69256..20c588715a5a13d6ebf496964cd8bff7c4b3e682 100644 (file)
@@ -1,14 +1,13 @@
 #include "hagar.qh"
 
 #ifdef SVQC
-spawnfunc(weapon_hagar) { weapon_defaultspawnfunc(this, WEP_HAGAR); }
 
 // NO bounce protection, as bounces are limited!
 
 void W_Hagar_Explode(entity this, entity directhitentity)
 {
        this.event_damage = func_null;
-       RadiusDamage(this, this.realowner, WEP_CVAR_PRI(hagar, damage), WEP_CVAR_PRI(hagar, edgedamage), WEP_CVAR_PRI(hagar, radius), NULL, NULL, WEP_CVAR_PRI(hagar, force), this.projectiledeathtype, directhitentity);
+       RadiusDamage(this, this.realowner, WEP_CVAR_PRI(hagar, damage), WEP_CVAR_PRI(hagar, edgedamage), WEP_CVAR_PRI(hagar, radius), NULL, NULL, WEP_CVAR_PRI(hagar, force), this.projectiledeathtype, this.weaponentity_fld, directhitentity);
 
        delete(this);
 }
@@ -21,7 +20,7 @@ void W_Hagar_Explode_use(entity this, entity actor, entity trigger)
 void W_Hagar_Explode2(entity this, entity directhitentity)
 {
        this.event_damage = func_null;
-       RadiusDamage(this, this.realowner, WEP_CVAR_SEC(hagar, damage), WEP_CVAR_SEC(hagar, edgedamage), WEP_CVAR_SEC(hagar, radius), NULL, NULL, WEP_CVAR_SEC(hagar, force), this.projectiledeathtype, directhitentity);
+       RadiusDamage(this, this.realowner, WEP_CVAR_SEC(hagar, damage), WEP_CVAR_SEC(hagar, edgedamage), WEP_CVAR_SEC(hagar, radius), NULL, NULL, WEP_CVAR_SEC(hagar, force), this.projectiledeathtype, this.weaponentity_fld, directhitentity);
 
        delete(this);
 }
@@ -31,9 +30,9 @@ void W_Hagar_Explode2_use(entity this, entity actor, entity trigger)
        W_Hagar_Explode2(this, trigger);
 }
 
-void W_Hagar_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, vector hitloc, vector force)
+void W_Hagar_Damage(entity this, entity inflictor, entity attacker, float damage, int deathtype, .entity weaponentity, vector hitloc, vector force)
 {
-       if(this.health <= 0)
+       if(GetResource(this, RES_HEALTH) <= 0)
                return;
 
        float is_linkexplode = ( ((inflictor.owner != NULL) ? (inflictor.owner == this.owner) : true)
@@ -48,10 +47,10 @@ void W_Hagar_Damage(entity this, entity inflictor, entity attacker, float damage
        if(!W_CheckProjectileDamage(inflictor.realowner, this.realowner, deathtype, is_linkexplode))
                return; // g_projectiles_damage says to halt
 
-       this.health = this.health - damage;
+       TakeResource(this, RES_HEALTH, damage);
        this.angles = vectoangles(this.velocity);
 
-       if(this.health <= 0)
+       if(GetResource(this, RES_HEALTH) <= 0)
                W_PrepareExplosionByDamage(this, attacker, getthink(this));
 }
 
@@ -82,7 +81,7 @@ void W_Hagar_Attack(Weapon thiswep, entity actor, .entity weaponentity)
 
        W_DecreaseAmmo(thiswep, actor, WEP_CVAR_PRI(hagar, ammo), weaponentity);
 
-       W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage));
+       W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_PRI(hagar, damage), thiswep.m_id);
 
        Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
@@ -92,7 +91,7 @@ void W_Hagar_Attack(Weapon thiswep, entity actor, .entity weaponentity)
        missile.bot_dodgerating = WEP_CVAR_PRI(hagar, damage);
 
        missile.takedamage = DAMAGE_YES;
-       missile.health = WEP_CVAR_PRI(hagar, health);
+       SetResourceExplicit(missile, RES_HEALTH, WEP_CVAR_PRI(hagar, health));
        missile.damageforcescale = WEP_CVAR_PRI(hagar, damageforcescale);
        missile.event_damage = W_Hagar_Damage;
        missile.damagedbycontents = true;
@@ -103,7 +102,8 @@ void W_Hagar_Attack(Weapon thiswep, entity actor, .entity weaponentity)
        setthink(missile, adaptor_think2use_hittype_splash);
        missile.nextthink = time + WEP_CVAR_PRI(hagar, lifetime);
        PROJECTILE_MAKETRIGGER(missile);
-       missile.projectiledeathtype = WEP_HAGAR.m_id;
+       missile.projectiledeathtype = thiswep.m_id;
+       missile.weaponentity_fld = weaponentity;
        setorigin(missile, w_shotorg);
        setsize(missile, '0 0 0', '0 0 0');
 
@@ -127,7 +127,7 @@ void W_Hagar_Attack2(Weapon thiswep, entity actor, .entity weaponentity)
 
        W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hagar, ammo), weaponentity);
 
-       W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
+       W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage), thiswep.m_id | HITTYPE_SECONDARY);
 
        Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
@@ -137,7 +137,7 @@ void W_Hagar_Attack2(Weapon thiswep, entity actor, .entity weaponentity)
        missile.bot_dodgerating = WEP_CVAR_SEC(hagar, damage);
 
        missile.takedamage = DAMAGE_YES;
-       missile.health = WEP_CVAR_SEC(hagar, health);
+       SetResourceExplicit(missile, RES_HEALTH, WEP_CVAR_SEC(hagar, health));
        missile.damageforcescale = WEP_CVAR_SEC(hagar, damageforcescale);
        missile.event_damage = W_Hagar_Damage;
        missile.damagedbycontents = true;
@@ -149,7 +149,8 @@ void W_Hagar_Attack2(Weapon thiswep, entity actor, .entity weaponentity)
        setthink(missile, adaptor_think2use_hittype_splash);
        missile.nextthink = time + WEP_CVAR_SEC(hagar, lifetime_min) + random() * WEP_CVAR_SEC(hagar, lifetime_rand);
        PROJECTILE_MAKETRIGGER(missile);
-       missile.projectiledeathtype = WEP_HAGAR.m_id | HITTYPE_SECONDARY;
+       missile.projectiledeathtype = thiswep.m_id | HITTYPE_SECONDARY;
+       missile.weaponentity_fld = weaponentity;
        setorigin(missile, w_shotorg);
        setsize(missile, '0 0 0', '0 0 0');
 
@@ -168,7 +169,7 @@ void W_Hagar_Attack2(Weapon thiswep, entity actor, .entity weaponentity)
 }
 
 .float hagar_loadstep, hagar_loadblock, hagar_loadbeep, hagar_warning;
-void W_Hagar_Attack2_Load_Release(entity actor, .entity weaponentity)
+void W_Hagar_Attack2_Load_Release(Weapon thiswep, entity actor, .entity weaponentity)
 {
        // time to release the rockets we've loaded
 
@@ -182,14 +183,14 @@ void W_Hagar_Attack2_Load_Release(entity actor, .entity weaponentity)
 
        weapon_prepareattack_do(actor, weaponentity, true, WEP_CVAR_SEC(hagar, refire));
 
-       W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage));
+       shots = actor.(weaponentity).hagar_load;
+       W_SetupShot(actor, weaponentity, false, 2, SND_HAGAR_FIRE, CH_WEAPON_A, WEP_CVAR_SEC(hagar, damage) * shots, thiswep.m_id | HITTYPE_SECONDARY);
        Send_Effect(EFFECT_HAGAR_MUZZLEFLASH, w_shotorg, w_shotdir * 1000, 1);
 
        forward = v_forward;
        right = v_right;
        up = v_up;
 
-       shots = actor.(weaponentity).hagar_load;
        missile = NULL;
        for(counter = 0; counter < shots; ++counter)
        {
@@ -199,7 +200,7 @@ void W_Hagar_Attack2_Load_Release(entity actor, .entity weaponentity)
                missile.bot_dodgerating = WEP_CVAR_SEC(hagar, damage);
 
                missile.takedamage = DAMAGE_YES;
-               missile.health = WEP_CVAR_SEC(hagar, health);
+               SetResourceExplicit(missile, RES_HEALTH, WEP_CVAR_SEC(hagar, health));
                missile.damageforcescale = WEP_CVAR_SEC(hagar, damageforcescale);
                missile.event_damage = W_Hagar_Damage;
                missile.damagedbycontents = true;
@@ -210,7 +211,8 @@ void W_Hagar_Attack2_Load_Release(entity actor, .entity weaponentity)
                setthink(missile, adaptor_think2use_hittype_splash);
                missile.nextthink = time + WEP_CVAR_SEC(hagar, lifetime_min) + random() * WEP_CVAR_SEC(hagar, lifetime_rand);
                PROJECTILE_MAKETRIGGER(missile);
-               missile.projectiledeathtype = WEP_HAGAR.m_id | HITTYPE_SECONDARY;
+               missile.projectiledeathtype = thiswep.m_id | HITTYPE_SECONDARY;
+               missile.weaponentity_fld = weaponentity;
                setorigin(missile, w_shotorg);
                setsize(missile, '0 0 0', '0 0 0');
                set_movetype(missile, MOVETYPE_FLY);
@@ -248,17 +250,14 @@ void W_Hagar_Attack2_Load_Release(entity actor, .entity weaponentity)
        weapon_thinkf(actor, weaponentity, WFRAME_FIRE2, WEP_CVAR_SEC(hagar, load_animtime), w_ready);
        actor.(weaponentity).hagar_loadstep = time + WEP_CVAR_SEC(hagar, refire) * W_WeaponRateFactor(actor);
        actor.(weaponentity).hagar_load = 0;
-
-       if(weaponslot(weaponentity) == 0)
-               actor.hagar_load = 0;
 }
 
 void W_Hagar_Attack2_Load(Weapon thiswep, entity actor, .entity weaponentity)
 {
        // loadable hagar secondary attack, must always run each frame
-       if(round_handler_IsActive() && !round_handler_IsRoundStarted())
+       if(time < game_starttime || time < actor.race_penalty || timeout_status == TIMEOUT_ACTIVE)
                return;
-       if(time < game_starttime)
+       if (round_handler_IsActive() && !round_handler_IsRoundStarted())
                return;
 
        bool loaded = actor.(weaponentity).hagar_load >= WEP_CVAR_SEC(hagar, load_max);
@@ -268,9 +267,9 @@ void W_Hagar_Attack2_Load(Weapon thiswep, entity actor, .entity weaponentity)
        if(actor.items & IT_UNLIMITED_WEAPON_AMMO)
                enough_ammo = true;
        else if(autocvar_g_balance_hagar_reload_ammo)
-               enough_ammo = actor.(weaponentity).(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo);
+               enough_ammo = actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(hagar, ammo);
        else
-               enough_ammo = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(hagar, ammo);
+               enough_ammo = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(hagar, ammo);
 
        bool stopped = loaded || !enough_ammo;
 
@@ -284,8 +283,6 @@ void W_Hagar_Attack2_Load(Weapon thiswep, entity actor, .entity weaponentity)
                                actor.(weaponentity).state = WS_READY;
                                W_DecreaseAmmo(thiswep, actor, WEP_CVAR_SEC(hagar, ammo) * actor.(weaponentity).hagar_load * -1, weaponentity); // give back ammo
                                actor.(weaponentity).hagar_load = 0;
-                               if(weaponslot(weaponentity) == 0)
-                                       actor.hagar_load = 0;
                                sound(actor, CH_WEAPON_A, SND_HAGAR_BEEP, VOL_BASE, ATTN_NORM);
 
                                // pause until we can load rockets again, once we re-press the alt fire button
@@ -345,7 +342,7 @@ void W_Hagar_Attack2_Load(Weapon thiswep, entity actor, .entity weaponentity)
                if(!PHYS_INPUT_BUTTON_ATCK2(actor) || (stopped && actor.(weaponentity).hagar_loadstep < time && WEP_CVAR_SEC(hagar, load_hold) >= 0))
                {
                        actor.(weaponentity).state = WS_READY;
-                       W_Hagar_Attack2_Load_Release(actor, weaponentity);
+                       W_Hagar_Attack2_Load_Release(thiswep, actor, weaponentity);
                }
        }
        else
@@ -366,7 +363,7 @@ void W_Hagar_Attack2_Load(Weapon thiswep, entity actor, .entity weaponentity)
 
 void W_Hagar_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int fire)
 {
-       if(!(fire & 1) || actor.(weaponentity).hagar_load || actor.(weaponentity).hagar_loadblock || actor.(weaponentity).m_switchweapon != WEP_HAGAR)
+       if(!(fire & 1) || actor.(weaponentity).hagar_load || actor.(weaponentity).hagar_loadblock || actor.(weaponentity).m_switchweapon != thiswep || !weapon_prepareattack_check(thiswep, actor, weaponentity, false, -1))
        {
                w_ready(thiswep, actor, weaponentity, fire);
                return;
@@ -382,16 +379,9 @@ void W_Hagar_Attack_Auto(Weapon thiswep, entity actor, .entity weaponentity, int
 
        W_Hagar_Attack(thiswep, actor, weaponentity);
 
-       int slot = weaponslot(weaponentity);
-       ATTACK_FINISHED(actor, slot) = time + WEP_CVAR_PRI(hagar, refire) * W_WeaponRateFactor(actor);
-       int theframe = WFRAME_FIRE1;
-       entity this = actor.(weaponentity);
-       if(this)
-       {
-               if(this.wframe == WFRAME_FIRE1)
-                       theframe = WFRAME_DONTCHANGE;
-       }
-       weapon_thinkf(actor, weaponentity, theframe, WEP_CVAR_PRI(hagar, refire), W_Hagar_Attack_Auto);
+       ATTACK_FINISHED(actor, weaponentity) = time + WEP_CVAR_PRI(hagar, refire) * W_WeaponRateFactor(actor);
+       actor.(weaponentity).wframe = WFRAME_FIRE1;
+       weapon_thinkf(actor, weaponentity, WFRAME_DONTCHANGE, WEP_CVAR_PRI(hagar, refire), W_Hagar_Attack_Auto);
 }
 
 METHOD(Hagar, wr_aim, void(entity thiswep, entity actor, .entity weaponentity))
@@ -405,8 +395,6 @@ METHOD(Hagar, wr_think, void(entity thiswep, entity actor, .entity weaponentity,
 {
     float loadable_secondary;
     loadable_secondary = (WEP_CVAR_SEC(hagar, load) && WEP_CVAR(hagar, secondary));
-    if(weaponslot(weaponentity) == 0)
-       actor.hagar_load = actor.(weaponentity).hagar_load;
 
     if(loadable_secondary)
         W_Hagar_Attack2_Load(thiswep, actor, weaponentity); // must always run each frame
@@ -433,12 +421,11 @@ METHOD(Hagar, wr_gonethink, void(entity thiswep, entity actor, .entity weaponent
     if(actor.(weaponentity).hagar_load)
     {
        actor.(weaponentity).state = WS_READY;
-       W_Hagar_Attack2_Load_Release(actor, weaponentity);
+       W_Hagar_Attack2_Load_Release(thiswep, actor, weaponentity);
     }
 }
 METHOD(Hagar, wr_setup, void(entity thiswep, entity actor, .entity weaponentity))
 {
-       actor.hagar_load = 0;
     actor.(weaponentity).hagar_loadblock = false;
     if(actor.(weaponentity).hagar_load)
     {
@@ -448,19 +435,18 @@ METHOD(Hagar, wr_setup, void(entity thiswep, entity actor, .entity weaponentity)
 }
 METHOD(Hagar, wr_checkammo1, bool(entity thiswep, entity actor, .entity weaponentity))
 {
-    float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(hagar, ammo);
-    ammo_amount += actor.(weaponentity).(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_PRI(hagar, ammo);
+    float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_PRI(hagar, ammo);
+    ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_PRI(hagar, ammo);
     return ammo_amount;
 }
 METHOD(Hagar, wr_checkammo2, bool(entity thiswep, entity actor, .entity weaponentity))
 {
-    float ammo_amount = GetResourceAmount(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(hagar, ammo);
-    ammo_amount += actor.(weaponentity).(weapon_load[WEP_HAGAR.m_id]) >= WEP_CVAR_SEC(hagar, ammo);
+    float ammo_amount = GetResource(actor, thiswep.ammo_type) >= WEP_CVAR_SEC(hagar, ammo);
+    ammo_amount += actor.(weaponentity).(weapon_load[thiswep.m_id]) >= WEP_CVAR_SEC(hagar, ammo);
     return ammo_amount;
 }
 METHOD(Hagar, wr_resetplayer, void(entity thiswep, entity actor))
 {
-    actor.hagar_load = 0;
     for(int slot = 0; slot < MAX_WEAPONSLOTS; ++slot)
     {
        .entity weaponentity = weaponentities[slot];
@@ -471,7 +457,7 @@ METHOD(Hagar, wr_playerdeath, void(entity thiswep, entity actor, .entity weapone
 {
     // if we have any rockets loaded when we die, release them
     if(actor.(weaponentity).hagar_load && WEP_CVAR_SEC(hagar, load_releasedeath))
-       W_Hagar_Attack2_Load_Release(actor, weaponentity);
+       W_Hagar_Attack2_Load_Release(thiswep, actor, weaponentity);
 }
 METHOD(Hagar, wr_reload, void(entity thiswep, entity actor, .entity weaponentity))
 {